Diablo 3 Beta [Beta withdrawal underway!]

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You know it! God, I am so pumped. I wake up everyday, thinking "Soon...".

I'm talking about Diablo to everyone. Today I had dinner with a friend that had never heard of the game before. Now she knows everything about Diablo.

THAT'S JUST HOW I AM.
 
I think having a community to play Diablo 3 with other than my brother and randoms like with Diablo 2 is going to be so much fun.

Since I put in vacation for Tues-Fri (first time ever) of release week I am going to be PISSED if there are lots of server issues. I will be pretty pumped just to know that it is out though.
 
I'm really liking the new skills set up they have. It felt like there were too many options before, but now it's at a reasonable level of choices (that doesn't make your head explode.)
 
I thought it was set up some time ago that you only get a rare item from SK the first time you kill him with a character? To try and discourage people from farming.

Yeah, that's always been in the game. This was my first time killing the SK though, yet I did not get a rare, but instead got 3 blues.

Anyone else not get a rare on their first SK run with a character?
 
Yeah, that's always been in the game. This was my first time killing the SK though, yet I did not get a rare, but instead got 3 blues.

Anyone else not get a rare on their first SK run with a character?

I got a rare last night on my first Barb run in Patch 15, so they're still there. Extremely bad luck on your part?
 
Yeah, that's always been in the game. This was my first time killing the SK though, yet I did not get a rare, but instead got 3 blues.

Anyone else not get a rare on their first SK run with a character?

Got two rares and four blues on my first run with my barb. I've had characters in the past who didn't get a rare off of their first SK kill though so...I know that feel bro.
 
Got two rares and four blues on my first run with my barb. I've had characters in the past who didn't get a rare off of their first SK kill though so...I know that feel bro.

Well, it was the last run I was going to do before launch.

I've played the opening 1/3 way too many times, and I've come to the conclusion that I need to stop playing to get the super hype train up to speed for release.

No more beta for this cat. GIVE ME RELEASE.
 
I asked this in the release thread, but didn't get of a response.

Does anyone know if there is going to be any kind of guild/clan implementation? I mainly just want a way that I can chat with all my friends in a central location while we are all playing in different games.
 
I asked this in the release thread, but didn't get of a response.

Does anyone know if there is going to be any kind of guild/clan implementation? I mainly just want a way that I can chat with all my friends in a central location while we are all playing in different games.

As of right now, there is no guild or clan implementation and I don't recall being able to directly chat to a group during a game unless you are already partied with them and using /party.
 
I have a iMac, 27 inches, with these specs:

  • 3.4 GHz Quad-Core Intel Core i7
  • 12 GB 1333MHz DDR3 SDRAM (Will upgrade to 16 GB in a few weeks)
  • AMD Radeon HD 6970M 1GB GDDR5

I can play StarCraft II at 2560 by 1440, with everything maxed with no problems. Only cutscenes shows a few slowdowns, but it's easily fixed turning off an option regarding shadows (don't remember the name). I can't really tell the difference, so no problem.

Can I expect Diablo III to run as good as StarCraft II? Both games uses the same engine, right?

Any idea?
 
Is that collector's edition pre orderable anywhere online? Blizzard's site won't let me do it. I checked Amazon no dice, and Gamestop you can't do it online either.

Do I have to go to a store to do it ?
 
Is that collector's edition pre orderable anywhere online? Blizzard's site won't let me do it. I checked Amazon no dice, and Gamestop you can't do it online either.

Do I have to go to a store to do it ?

Most retailers are sold out on preorders and have been for a bit now.
 
There's any recent gameplay videos/streams of the game? I wanna see how it is now, 2 months before it's release
Hour of secret gameplay, starts at 13:40.
'Highlight' video of it once it gets processed. Just starts at the time I said.

I'm really bummed my mic was on the wrong input. I was enjoying myself a good deal. Lots of cursing too.
First time seeing those giant boars. OH man.

Grove @ 31:00. Wallers 53:50. Tinker 55:00. 57:50 Farmer. 1:13:30 Rathe. 1:19:00 Vortex. 1:23:00 Jailer (Non-Highlight Times)

Some notes:
I died
Trees are good at hiding
Poison from trees deals a ton of damage
Vortex mob (Swings you around)
Wall mob (Makes walls)
Jailer mob (Rooted)
Another kind I don't remember


If one of you wants this taken down please PM me.
That's the secret area which is now removed.
Apart from that you can watch any amount of people currently streaming the game:
http://www.twitch.tv/directory/Diablo III
 
As you know, I've been fairly outspoken on the topic of magic find...

http://www.neogaf.com/forum/showpost.php?p=35853574&postcount=8064

The recent blue posts regarding magic find in this game made me reflect for a bit on if this really is a good thing to have in this game. It applies to most loot-centric games in general, so I decided to make a new thread about it.

http://www.neogaf.com/forum/showthread.php?p=35853257


I'm of the opinion that they should just get rid of it. For Diablo III specifically, they should give magic find bonuses for clearing act monsters, act quests, boss mobs, etc that affect the MF of the Act boss kill. Doing so would ensure that playing through an entire act and killing the boss is the best way to get good gear, instead of just doing boss runs all the time.


...so I was pleasantly surprised to see this regarding the new additions to magic find in the game.

http://diablo.incgamers.com/blog/co...gic-find-rewards-for-not-respecing#more-16038

Defeating an Elite pack has increased your Magic Find and Gold Find. This effect ends if you change skills.

Having you complete content to get magic find rewards is a good thing, IMO.

Increasing the game difficulty by giving you an incentive not to freespec willy nilly is another good thing, IMO.

It also provides a reason to want to stick to a particular build.
 
As you know, I've been fairly outspoken on the topic of magic find...

http://www.neogaf.com/forum/showpost.php?p=35853574&postcount=8064




...so I was pleasantly surprised to see this regarding the new additions to magic find in the game.

http://diablo.incgamers.com/blog/co...gic-find-rewards-for-not-respecing#more-16038



Having you complete content to get magic find rewards is a good thing, IMO.

Increasing the game difficulty by giving you an incentive not to freespec willy nilly is another good thing, IMO.

It also provides a reason to want to stick to a particular build.

That's pretty interesting that you'll lose the MF/GF buff if you change skills. Pretty nice way to keep people in the same build at least per run.
 
I just read that the monk would not have animations for most of the weapons in the game, ie. ifyou equip a sword and press attack, the sword will remain sheathed while he uses his fists. WTF? The old Blizzard would have never let this fly.

Some of what I've been seeing and hearing about D3 feels quite worrying.
 
I just read that the monk would not have animations for most of the weapons in the game, ie. ifyou equip a sword and press attack, the sword will remain sheathed while he uses his fists. WTF? The old Blizzard would have never let this fly.

Some of what I've been seeing and hearing about D3 feels quite worrying.

If they did add the animations, they'd either have to give those weapons extra reach, which would cause balance and flavor issues (making range greater than intended, encouraging monks to use non-monkish weapons simply for the extra range), or, if they kept the range from fists intact, combat would look really weird because the non-fist animations wouldn't match the actual (fist-based) weapon range.

Or they could disallow monks form using non-monkish weapons.

I prefer the current arrangement over all of these alternatives.
 
If they did add the animations, they'd either have to give those weapons extra reach, which would cause balance and flavor issues (making range greater than intended, encouraging monks to use non-monkish weapons simply for the extra range), or, if they kept the range from fists intact, combat would look really weird because the non-fist animations wouldn't match the actual (fist-based) weapon range.

Or they could disallow monks form using non-monkish weapons.

I prefer the current arrangement over all of these alternatives.

I don't. Not including the animations for the different weapons looks silly. I mean, they could have at least done the staff animation. Or even added fist weapon graphics since that shouldn't be so hard.

they'd either have to give those weapons extra reach, which would cause balance and flavor issues (making range greater than intended, encouraging monks to use non-monkish weapons simply for the extra range), or, if they kept the range from fists intact, combat would look really weird because the non-fist animations wouldn't match the actual (fist-based) weapon range.

Does the game even calculate reach, or the difference between a dagger and a 2-hand axe? I didn't really notice but I guess it does?

I doubt "making range greater than intended" is such a terrible thing. If anything, restrict 2-hand weapons to staff only. Fists already have spirit regen bonuses that other weapons don't have.
 
I thought they went over that, and that monk wouldn't get animations for alot of weapons because it simply ended up looking really silly for the monk skill animations. Wouldn't be surprised if its something they work on post launch though.

I also believe its only for certain skills, and basic attack isn't one of them, should have a basic animation with every weapon.
 
I thought they went over that, and that monk wouldn't get animations for alot of weapons because it simply ended up looking really silly for the monk skill animations. Wouldn't be surprised if its something they work on post launch though.

I also believe its only for certain skills, and basic attack isn't one of them, should have a basic animation with every weapon.

No, that's not the reason. They just don't have time to do it, for some reason. After 10 years of development.

http://diablo.incgamers.com/blog/comments/no-gruesome-character-death-animations-in-diablo-iii
All things considered there are just higher priority tasks sometimes. We’d love, for example, to have the monk display his weapons during all of his skill animations. But it’s an enormous animation and effects investment to get it done, and we have to weigh all of these things against other features and polish. A lot of the skills we could improve have multiple animation sets, multiplied twice for each gender, and then multiplied by each weapon type he can equip. That can be 40 or more unique animations, and then there’s a full FX pass, approvals, QA testing, etc. etc. and that’d just be for 1 skill.
 
Ah, weird. Thought i remembered them talking about it at blizzcon and saying some weapons didn't work well with monk skills.

Honestly I am ok with that though since its only skills and alot of the monk skills look fine without a weapon displayed anyways.
 
If they did add the animations, they'd either have to give those weapons extra reach, which would cause balance and flavor issues (making range greater than intended, encouraging monks to use non-monkish weapons simply for the extra range), or, if they kept the range from fists intact, combat would look really weird because the non-fist animations wouldn't match the actual (fist-based) weapon range.

Or they could disallow monks form using non-monkish weapons.

I prefer the current arrangement over all of these alternatives.

Except that Monks are arming non-Monk weapons ANYWAY, just for DPS.
 
Oh yeah, that's right.

This too.

It's almost as odd as having my wizard equip a giant greatsword for dat damage.

Only a little more awkward then sorcs often using flails in d2 i guess, always did find it a little offputting with some of the weapons that ended up often used for classes in d2.
 
Speaking of monk weapons, I can't wait to see some of the more "Voldo-esque" fist weapons designs that I'm sure are in the end game.
 
Kill Diablo on Inferno, get Voldo Codpiece.
We know Diablo won't be in this!
It's actually gonna be Baal in disguise!
 
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